Forum Postings 2000 December

http://www.mircx.com/cgi-bin/forum.cgi?forum=Tracked

collected and (very little) formatted by addie walti


Threads

The start of a thread is on top right below the title

making new track
odd error message with TE
0xe9 error
positioning Ribbons
Textures on objects (rotation)

gravel banking possible ?
Rotating textures on objects...
Insert new Objects
Crashing to desktop
Adding Gravel Traps

Track and pits width
Track direction
HW&SW jams
How to add Sand/Gravel?
Pit Lane trouble

Can't connect pitlane end
warpy graphics

end of file


Index

making new track

Posted by PSVwally from 212.187.76.115:

If you start a track from scratch is it easier to delete everything except trackpiece 0, or is it easier to just adapt a real circuit and only get rid of the cc-line and objects ???

Posted by addie from 194.191.82.27:

i'd say it makes no sense to delete all track-sectors and reinsert them again afterwards. my way is to take an original track and reshape it to my needs, get rid of the cc-line and the objects i dont need for sure. (but e.g. the trees i leave alone most of the time, as you always need a tree or two in your track) and then i look whether the track loads. if it doesnt, i check the list in the "trouble shooters FAQ" at http://www.grandprix3.ch/TEIC/index.html and try to identify the cause.

doing this i basically strip down the track until it loads and go on with rebuild afterwards. little step by little step from then.

i hope its useful
addie


Index

odd error message with TE

Posted by Bob P from 206.47.244.60:

when I open some tracks with the TE (v2.0.12.590), I get a message that reads:
D:\games\Grand could not be opened (OS error information = 2)
Any idea what this means?
Some original tracks cause this message, others do not.

Bob P

Posted by Olivier Saussez from 212.166.35.36:

Does the track loads in spite of this message? if it does but the message keeps appearing, maybe some background image has been stored in the track file by the TE and you deleted the image file? Just an idea, I don't even know if TE saves background image path in the track file, but I think the old TE for GP2 did.

Filou

Posted by Bob P from 206.47.244.60:

I have been using an underlay bitmap, maybe that is what it is looking for. The track does load (and the track I am working on is actually driveable 8-)

Bob


Index

0xe9 error

Posted by Paul from 212.187.76.115:

I keep getting an error when i want to enter a 0xe9 texture mapping. TE keeps slamming out then. And there is no other way to make gravel traps.
I'm using TE 2.12
Anyone gets the same problem en is there someone who can help me ?

Paul

Posted by addie from 194.191.82.27:

you have set Menu: Options / GP3.exe Location to the proper path ? for the 0xe9-dialogbox the TE loads the jams, so they have to be located.

(2nd: you dont work with virtualPC on a mac by chance ?)

addie


Index

positioning Ribbons

Posted by AS from 205.188.192.56:

Hi,I need some help with the positioning of my ribbons. I need to know the command/way to help me position them.

Posted by addie from 194.191.82.27:

AS

in the cmd-lib watch out for cmd 0xee for shaping the scenery at a certain place and cmd 0xaf (or 0xc0 or 0xc1) for determining that place ...

and cmds 0xea and 0xeb for switching on and off the ribbons

i hope its useful info
addie

Posted by AS from 205.188.198.178:

Thanks addie but I know all that it is just that the ribbons don't appear in the right place?

Posted by addie from 194.191.82.27:

the cmd-pair 0xaf/0xee is placed by inserting in a certain tracksector and the argument a1 (offset into sector) of 0xaf. this actually gives the DFS-position of a swivel-arm.

the shape of the swivelarm, the ribbons-crosssection or however one may call it, is determined by cmd 0xee. if you doubleclick such a cmd you will get the idea. in the latest TEs you even can make drag and drop shaping. just click the points in the ribbons-shape and drag them. very well done paul !!

however, its a bit trial and error anyway to get the desired proportions and dimensions in the track. but its easy to handle now !

the last reason for a ribbon not appearing as expected could be having switched it off or on accidently at the wrong place. here be sure to have understood the cmds 0xea-ed and their location code.

most of all: BE SURE to have the cmds 0xea-ed ALWAYS at the very same place as a swivel-arm. same place means: same tracksector AND same offset into sector.

beside that i run out of imagination what could be the problem with the ribbons ?!

i hope its useful info
addie


Index

Textures on objects (rotation)

Posted by Marcel from 194.134.215.197:

Does anyone know the proper rotation-codes for textures on objects???
I've seen 3 and 132 in original tracks but I still need to rotate some textures like 90 or 180 degrees...
Thanks in advance!!!!!

Marcel.

Posted by John Verheijen from 213.17.86.38:

Rotation of textures on Objects was always a problem.
Also in GP2, at this moment I think it's more a trial and error :-(
But if you find some values we hope that you post them on this forum :-)

John Verheijen


Index

gravel banking possible ?

Posted by Paul from 212.187.76.115:

Is it possible to make the sandtraps or gravel bank a little upwards?

Posted by Paul Hoad from 194.203.140.126:

What happens at the A1 track
you know round on the far side
where there is banked gravel traps in real life?

Paul

Posted by John Verheijen from 213.17.86.38:

or like in Spa?

John


Index

Rotating textures on objects...

Posted by marcel from 195.121.116.62:

Hi all,

As if you did not already know, :)

To rotate a texture on an object in steps of 90 degrees,
just alter the vertex numbers given in the texture data (t0,t1,t2)
Like:

Vertex 1-2-3-4
Vertex 2-3-4-1
Vertex 3-4-1-2
Vertex 4-1-2-3

It's 90 degrees per step and all i needed!!!

Now I'll go and hide myself...

Marcel.

Posted by addie from 194.191.82.27:

no need to hide :)

(but i never tried to rotate a texture on an object by myself. anybody confirm marcels approach?)

marcel, your example has 4 vertices, it works in the same way with say 5 vertice-arguments as e.g. in t[0] of id1=25 in the melbourne track f1ct01.dat ? just rotate the value in the arguments, whatever number of arguments you have ?

addie

Posted by John Verheijen from 213.17.86.15:

I think this is a problem in the TE.
If I look into the data of the object, I only see 4 vertices for this texture.
1
65534
65533
4

I can't see where Paul gets the vertex[4]
This vertex[4] is in the object data the end of the texture data t[0].
After that, the next texture data is there t[1]

In my eyes this is the way how the texture data is build (id1=25(t[0]))
Offset 80(dec) = 0 = t[0] (is where this texture data starts)
Offset 82(dec) = 25 = unk
Offset 84(dec) = 72 = TextureID
Offset 86(dec) = 131 = Rotation in TE
Offset 88(dec) = 1 = unk
Offset 90(dec) = 1024 = Horizontal Resolution
Offset 92(dec) = 256 = Vertical Resolution
Offset 94(dec) = 1 = Vertex[0]
Offset 96(dec) = 65534 = vertex[1]
Offset 98(dec) = 65533 = vertex[2]
Offset 100(dec) = 4 = vertex[3]
Offset 102(dec) = 0 = end of texture data

Then the new texture data of t[1] begins
Offset 104(dec) = 1 = t[1] (is where this texture data starts)
etc. etc.

So I don't know where Paul find that Vertex[4]???????
But if I look into the head line t[0] cmd=19 txt=48 rot=83 flags=1 400 100 v_list( 1 -2 -3 4)
You can see the right vertices (last 4 numbers)
Can you explain me that Paul?

Take a look at:
http://home.wanadoo.nl/j.verheijen/text_rotation.jpg
I did manage to rotate a texture 180 degrees, 90 degrees didn't work.
But I only changed the first 4 vertices, first I did change all 5 of them,
but then the whole object data was messed up :-(

All the values are in Decimal and not in Hex.

John

Posted by addie from 194.191.82.27:

so what you say, john, is, the explanation of marcel is confirmed, but we have to ignore the last vertex in the list in the actual version of TE ?

(so in the example i wrote in my posting i only rotate the arguments of the first four vertices ?)

addie

Posted by Marcel from 195.121.116.244:

John,what happened when you tried the 90 deg????
Maybe the reason why John couldn't make a 90 degrees turn is because when a texture to be rotated
is too large (y in this case),it wont show...
I've had the same problem with too large textures for a small catchfence...

Marcel

Posted by John Verheijen from 213.17.86.15:

Addie, normal I will say yes.
But there are some other things that can be different.

For example take object id1=19 (starting lights) in Melbourne.
Then go to t[22] in the texture data.
Now we have 7 vertices. (there are some object that have more vertices)
To determine which vertex you must change is more complicated.
The problem is vertex[3]=32768
This vertex is connected with vertex[2] or vertex[4] (try to explain this later)
I think it's connected with vertex[2]
(Paul knows more about this, because this also happens in the CE)

So probable the only correct 4 vertices to change are:
vertex[0]
vertex[1]
vertex[2 or 4]
vertex[5]

As you can see these are not the first 4 vertices.

I think that vertex[2 or 4] and vertex[3] in some way bend the textures, or something like that.
If you see that value in a texture data this part of the object is always round (Paul is this possible in the CE?)
So if you see a value of 32768 in a vertex, the vertex right before or after that one is connected
to that vertex with the value 32768.

I'm going to try out what it does, but I think this is not that easy :-(

So if you find a value of 32768 in the texture data, the rotation will be difficult.

More about this later, when I know more.

John

If people did send me mail today, I hope that you did not use verheyen@casema.net.
this server is down the whole day :-(
If it's important use gp3@wanadoo.nl


Posted by John Verheijen from 213.17.86.15:

Marcel,

I agree on this one :-)
You see sometimes the same thing as you try to rotate a texture
in the 0xe9 Cmd.

John

Posted by Marcel from 195.121.116.42:

Ah well,it's more difficult,as usual,I didn't try it with more verticies
but it definetely works with 4 (5) vertex thingies...

Interesting what John will come up with... :)

Marcel.


Index

Insert new Objects

Posted by Andrew from 152.163.204.206:

Is it possable to add new internal objects yet as in gp2?

Posted by John Verheijen from 213.17.86.15:

That answer is a simple no.
But Paul is working on it as far as I know.

John


Index

Crashing to desktop

Posted by Flo from 193.159.13.66:

I'm a "rookie" in track editing and tried to build a fantasy track for GP3. But GP3 crashes to desktop, when I try to load it. I also looked at Addies Troubleshooters site, but nothing helped.
Can anybody help me?
You find the track here:
http://www.Grand-Prix-3.de/Flo1.zip
Thanks Flo

Posted by Marcel from 195.121.116.228:

Hi,

Not much,I moved the pitlane exit a bit,so that the exit fences are a bit better in place and I put it in slot 16,that's it.
If you compare yours with the one I sent you,maybe you'll notice...

But I'm not gonna do this all the time,you rookies!!! :)

Marcel.

Posted by alfa from 202.160.148.87:

I'll agree with the concept that GP3 seems much more critical of pit lane entrance/exit configuration.
I'm making the Bathurst track for GP3 (after several requests) and only a few minutes ago I made some ever so minor changes to the pit lane entry... and now it crashes to desktop.
Since I have a backup, its no big problem, but its really annoying how the game does that.

Posted by Dennis Grebe from 62.155.188.221:

Hi alfa,

I guess that one has to do with a "wrong" value in 0x9e... I had this problem yesterday too.

The 0x9e is placed near the pitlane exit and arg1 defines the remaining length of the pitlane. As written in the TE, the value inserted in Arg1 must be lower than the remaining pitlane length. Many people use Addie's FAQ to check what the problem is and miss this "small" and known trouble maker.

Dennis


Index

Adding Gravel Traps

Posted by Flo from 62.158.65.34:

How can I add gravel traps to my track? I can't find a command for this...

Posted by John Verheijen from 213.17.86.27:

Flo,

take a look at the 0xe9 tutorial on:
http://www.grandprix2.com/trackedit/gp3/
click on the 0xe9 tutorial link on that page.



Index

Track and pits width

Posted by Apex Predator from 212.64.123.12:

If the track has a width of 1000, how many meters (or feet) is that?

How can i set the start width of the pits?


Index

Track direction

Posted by Flo from 62.157.53.254:

Is it possible to change the driving direction of a track?

Posted by Bob P from 206.47.244.60:

As far as I know, you have to do this manually.

In effect, what you do is take the track values - sector length and angle - and work backwards. What was the last sector becomes the first, and all angles must be the opposite from what they were--i.e., if when you went clockwise a corner was 90-degrees to the left, coming the other way it is now 90-degrees to the right. This is easy: if there was a minus-sign (-) remove it, and if there was not, add it in the angle box.

The CC-line will have to be remade from scratch, I don't expect using the same tactic for the CC-line will work. Anyone concur with that?

Bob P


Index

HW&SW jams

Posted by Mike Slayer dude from 193.164.172.230:

Not totally connected to track editing, but does anyone know a way to convert hw jams to sw jams so i can use the most of the downloadable tracks (for some reason my graphics card won't run in hardware mode on GP3)

Posted by addie from 194.191.82.27:

you simply need to map the color-palettes.
i did it many times like this:
-convert hw-jam to bmp (with the tool of garrenT)
-map the color-palette of this bmp to gp3 colors (with a tool called Debabelizer; but there may be others also)
-"import canvas" with the jam editor of mal ross

i hope its useful
addie


Index

How to add Sand/Gravel?

Posted by Patrick B. from 202.14.68.244:

In Gp2trackeditor, I can use Track-Add-add..... to Sand or Gravel. But I can't find this command in gp3trackeditor.
How to achieve it??

Posted by John Verheijen from 213.17.86.109:

Try the 0xe9 tutorial on:
http://www.grandprix2.com/trackedit/gp3/

John


Index

Pit Lane trouble

Posted by Mike from 193.164.172.224:

I'm working on the london gp fantasy track that was in autosport a few months back, but problems with pitlane. I've put in the pitlane entrance cmd, but what do the a1, a2 etc. values mean? plus on the sanity check I get Pit track con. a1:fail a2:fail a3:pass a4:fail - just about everything else passes, what should I be doing? Please help!!!!

Posted by addie from 194.191.82.27:

i tried to describe it in "the guide to pitlane editing" for grandprix2. its pretty much the same for grandprix3. you could get it from
http://www.grandprix3.ch/TEIC/index.html
follow: writings



Index

Can't connect pitlane end

Posted by Pitlane hater from 193.164.172.227:

Erm, can anyone help me?? I can connect the start of the pitlane with the 0x86 command, which automaticlly connects it to the relevant track sector, but I can't do the same with the end!!! What must I do???? I've tried 0x87 with out success. Is there a specific procedure I should be following, cause the tutorials aren't helping much. Help on this would be greatly appreciated - thanks! (at the moment I'm working with a completely straight pit and track section)

Posted by addie from 194.191.82.27:

hello mike :)

the two cmds you mentioned mark the track sectors where the pit lane start and end are connected. of course everything has to be in good shape before you connect. i mean you have to make sure the layout of track and pit lane do fit where you want to attach them.

next thing is the fence attachements. here you have cmds 0x9f and 0xa0 in the pit lane and cmds 0xa1-a4 on the track that do have to correspond. again you have to make sure the fences (actually verge-widths) do have to fit. see original tracks how it should look like in the TE.

last but not least have a look at the cmds 0x9b and 0x9e in the pit lane. they are the biggest danger for having gp3 refusing your track. all this can be read in “the guide to pit lane editing” @
http://www.grandprix3.ch/TEIC/index.html
follow "writings"

i hope its useful info
addie


Index

warpy graphics

Posted by Matt "zanardi" Burge from 198.142.200.249:

My Mid Ohio track is almost
finished but I still need to
fix a few probs. for example
I use ribbon 2 for trees and
on the right hand side of the track there fine but on the left as you go past them theres a brown line along the top of the trees and they are a bit warped around corners.

Posted by addie from 194.191.82.27:

you could give it a try with cmds 0xba or 0xd0. 0xba is for having "smoother" scenery by inserting "dummy swivel arms" and 0xd0 sometimes helps with several kind of gfx-uglinesses

i hope its useful
addie





Index

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